I've changed the code so it ignores the "correct" way to code this type of mission. Now does it with down-and-dirty IS_CAR_IN_BLOCK checks and one COUNTER.

The CLEAR_WANTED_LEVEL loop for all the police players is now in its own thread and using WHILE_EXEC. This runs so fast I never saw the animated heads. However, when I use Flamethrower continuously in one spot, cops would walk over and hit me gently until I was BUSTED. Sometimes they jogged.

It does let police players commandeer police vehicles with minimal resistance, which is nice. Just gotta tug the door a 2nd time at the right moment.

Still, pretty sure this is the first time so many elements have been brought together - especially for a multiplayer level! Ambient missions, playing as cops, team play, host versus joiners... Always something new in GTA2 modding. That's what keeps me excited about it.

I'll give this a go when I can and report back, sounds interesting. Still can't get multiplayer working so it'll have to be single player testing for now.

Suggestions

Give a bigger score depending on which law enforcement vehicle stolen. $10k for cop car, $25k for FBI car and $50k for an army jeep (either type) as an example. Makes sense if I stole a jeep and dodged rocket fire from tanks, machine gun rounds and the likes and got nice payment for it

Maybe have a bomb-disposal type game? To start, a few locations has bomb briefcases so they can't be camped (much). Next, a few locations are chosen to plant the bomb (such as a hotel, police/fire station etc). Finally, the cop(s) have X amount of time to "defuse" the bomb while the bad guys defend it, perhaps 30, 45 or 60 seconds.

Other

I don't think the Insane Stunt one will be that interesting. Not sure if it's possible to detect if a person is doing one, but I have an idea of how it could be coded. Check if player is in the air (not sure if this is on foot only or not) and at a certain speed?

The capture the vehicle type stuff is pretty classic and fun. If you like, you can review my code from CTV Bootcamp and use it in this. Has fully working car detection, garage doors (with accurate locations for opening it when driving up to it) and park system with scoring. Like you suggested for Armed Convoy, a slower car would make it easier to be able to try destroy it, so a SWAT Van or Pacifier would be great.

Either the tanks need to go or the points for taking a cop car to the crane needs to be increased. At the moment, the fastest way to get points is with a tank, so there's little reason to take cars to the crane.

Phew, thanks for the feedback! New version uploaded. I'll continue adding lots and tuning even more to make it play better.

Tank Kill Frenzy is now "Kill 100 Police/SWAT/FBI/Army in 2 minutes". South-West tank, between Cage and Farpoint Peak mountain, gives you this mission.

Missions now give $100,000 instead of $10,000 when completed.

Different missions and different vehicles should give different points. A future version will do that.

GTA1 let me assign a Kill Frenzy dynamically to Monster Bug or whatever I wanted in Uphold the Law. GTA2 doesn't seem to work when I make the tank dynamic, though. Assistance welcome! Could be figured out in single-player mode...

Update: 2010-01-18 Hit a bit of a snag. The BONUS checking command, as used by the Kill Frenzies system, only counts "score events" in the game of the player who is doing the Kill Frenzy. Other players in the game never see the score change, so they never see the FRENZY PASSED! message. They don't see the score won by the player who completed the frenzy, either.

I sorta knew this would be the case, since Army Base uses BONUS checks to create private "30 PEOPLE DOWN!" messages. But I was hopingthe Kill Frenzy system would be synchronous. Sigh.

Can I check for the player destroying peds and/or vehicles which were not created by script? SETUP_MODELCHECK_DESTROY looks possible...but only for vehicles and only one model at a time.

I guess the alternative would be for Vike to make the BONUS system synchronise properly, like he did for ROAD_BLOCK_TANK_MAN?

Have uploaded a new version with repeatable Tank Kill Frenzy! Doesn't crash but sometimes fails to score if you stay in the same tank after completing the frenzy. Or if you get out and get back in during a frenzy. The death/arrest loop is now used to reset missions and you can watch its timer counting on-screen.

It seems the arithmetic operators can't process values outside the range from -32768 to 32767? If I add a COUNTER which has a value of 100,000 then the score check never completes. If I use a smaller value like 20,000 then it does complete... but it seems to complete at a different point each time.

This makes me think the docs are right about this being some sort of limit. And so my COUNTER items are actually overflowing, then going all the way back round until the condition passes again. Weirdest thing is I could have a score of over 1,000,000 and then start this mission and still complete it. I guess that could happen if the COUNTER used by STORE_SCORE is overflowing as well... eventually one will loop around to exceed the other one?

Urgh. How are we supposed to process scores?!

In happier news, I actually got a WIPE OUT! bonus during the testing of this! First time I ever got it outside of BFF Wipe Out. Missed the screenshot, it was such a surprise.

I let the Criminal steal a new tank during the frenzy because it's gives an advantage but is also a risk. Unseen Army roadblocks can nearly destroy your tank before you realise! So being able to replace it is essential to make this mission balanced at that stage, imho.

Thanks go to [V]Zbigz who tested a couple of times this evening. My hacked version of a Tank Kill Frenzy now works! (As does the cranes mission.)

(EDIT) Did a 4-player test later on. Full missions in multiplayer are quite unfamiliar to players; so I think a custom GXT is the next thing to help that. Real shame that BONUS doesn't work, that would enable a lot of whole-city missions for both Criminal and Police players.

Tank Kill Frenzy code I wrote is robust. I should only count kills when the Criminal is inside the Tank, though. Also need to give an arrow to the Tank if abandoned, as you may want to return after seeing off the local threat. (Such as FBI Agents.)

This now has custom text, which explains what is happening. It also displays which mission has been started by the criminal, so the cop players can organise themselves and prepare.

Cops now use the Redneck blue remap, so they get blue arrows in game. (The proper cop and SWAT remaps look very cool. But they use the big pink mission arrow, which was very confusing since the crane mission also uses that type of arrow.)

01:44:17 GTA2 was in game for 11mins 01:44:20 <BenMillard> thanks for testing!01:44:43 <Elypter> btw01:44:44 <Sally> btw i dont know01:44:57 <Elypter> we played copsnrobbers today with 5p01:45:03 <Elypter> there was a bug01:45:17 <Elypter> i dont know which player number but for one player01:45:44 <Elypter> the char that should die when being punched was the player himself01:46:24 <Elypter> funny but slightly confusing and unfair

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